A Guide to Effective Programming
The internal layout of the ATARI 400/800Tm Computer is very different from other systems. It of course has a microprocessor (a 6502), RAM, ROM, and a (PIA). However, it also has three special- purpose (LSI) chips known as ANTIC, CTIA, and POKEY. These chips were designed by Atari engineers primarily to take much of the burden of housekeeping off of the 6502, thereby freeing the 6502 to concentrate on computations. While they were at it, they designed a great deal of power into these chips. Each of these chips is almost as big (in terms of silicon area) as a 6502, so the three of them together provide a tremendous amount of power. Mastering the ATARI 400/800 Computers is primarily a matter of mastering these three chips.
The Master Memory Map for the Atari
Here at Educational Software we get tired of computer terminology. However, many of these words are becoming a part of our language. As we explain the inner workings of the Atari, we will have to refer to some of the following words. If your find some term we forgot to mention here, it's probably because it is fully explained in the appendices or at the memory location it pertains to. You should also read your BASIC manual in order to understand the terms that have to do with the BASIC language
Mapping The Atari - Revised Edition
The comprehensive sourcebook and memory guide
For beginning and veteran programmers of the Atari 400, 800, XL, and XE personal computers.
Compute!'s First Book of Atari Graphics
This special addition to our First Book Series represents the first time we've published a theme-specific book. COMPUTE!'s First Book of Atari Graphicscontains published as well as original, unpublished material that has been carefully chosen to provide any Atari user with helpful, useful information on the extensive capabilities available with Atari graphics.
Atari Player-Missile Graphics in BASIC
Surprise! Atari has a secret feature that sets it apart from most other personal computers. It's called Player-Missile Graphics (PMG for short). With PMG you can create all sorts of special graphic effects--effects that would be extremely difficult, if not impossible, with an Apple, IBM, or TRS-80.
Atari Graphics & Arcade Game Design
We will attempt to explain the ideas in this book through a combination of text, drawings, flow charts, and working code. The concepts in this book may seem easy at times, and somewhat difficult at other times. The Atari is a complex machine with many idiosyncrasies. The hardware sometimes makes game design relatively easy, yet the concept of an interrupt-driven machine with its timing problems can make advanced programming frustrating. Out advice is to read the book in stages and try the examples. Learn how they work.
Assembly Language Programming for the Atari Computers
The purpose of this book is to teach you how to program your ATARI in the fastest, most powerful and versatile language available, assembly language. By working your way through this book, you will learn how to use all of the sophisticated and powerful resources of one of the most impressive home computers, the ATARI.
Most of the examples in this book will be related to BASIC, so an understanding of BASIC will be important to the understanding of this book. However, many types of programs that can be written in assembly language simply have no counterparts in BASIC, and so for these no such examples will be possible. Problems will be presented throughout the book and it is highly recommended that you try to work them out for yourself. In each case the answers will be presented and discussed, in order to help you if you are having trouble.
Computer Graphics Primer
This book is about one of the most exciting uses of the new home computer products—computer graphics—the ability to create complex drawings, plans, maps, and schematics on the screen of an ordinary black-and-white or color television.
Compute!'s Second Book of Atari
Welcome to COMPUTE!'s Second Book of Atari. This book was a direct result of the overwhelming success of our first book in this series, which is now in its second printing. Unlike our First Book of Atari, the Second Book is comprised entirely of previously unpublished material. Even if you've followed all of the Atari personal computer information in COMPUTE! Magazine since our beginning in the fall of 1979, you'll discover exciting, interesting applications and uses in the pages of this book. And, as always with COMPUTE! Publications, you'll find a range of material, from beginner to advanced, ready to type right into your computer – programs and helpful hints designed to teach and entice you, applications and utilities designed to help you better use this fascinating world of personal computing.
Compute!'s Second Book of Atari Graphics
Whether you are a beginner to Atari Graphics or have been programming graphics for years, COMPUTE!'s Second Book of Atari Graphicswill prove to be an invaluable resource. There are articles for beginners and utilities that both novices and professionals will find useful.
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